// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.K)) { Debug.Log("Tree Saved. Size of the tree list: " + trees.Count); SaveTrees(); } if (Input.GetKeyDown(KeyCode.L)) { while (trees.Count != 0) { TreeData treeData = trees[0]; trees.RemoveAt(0); Destroy(treeData.gameObject); } foreach (TreeDataSerializable td in LoadTrees()) { Debug.Log("Load done"); Debug.Log("Td position:" + td.position); trees.Add(Instantiate(LibraryOfPrefabs.GetInstance().prefabs[1]).GetComponent <TreeData>()); trees[trees.Count - 1].transform.position = td.position; // = td.position; // trees[trees.Count - 1].transform.position = trees[trees.Count - 1].position; } //Debug.Log("Load Tree count size: " + LoadTrees().Count); } }
void LoadTreesFunction() { while (trees.Count != 0) { TreeData treeData = trees[0]; trees.RemoveAt(0); Destroy(treeData.gameObject); } foreach (TreeDataSerializable td in LoadTrees()) { Debug.Log("Load done"); Debug.Log("Td position:" + td.position); trees.Add(Instantiate(LibraryOfPrefabs.GetInstance().prefabs[1]).GetComponent <TreeData>()); trees[trees.Count - 1].transform.position = td.position; // = td.position; // trees[trees.Count - 1].transform.position = trees[trees.Count - 1].position; } }
private void Start() { instance = this; }
// Update is called once per frame void PlaceTree() { DataManager.GetInstance() .AddTreeData( Instantiate(LibraryOfPrefabs.GetInstance().prefabs[1], transform.position - Vector3.one / 10f, new Quaternion()).GetComponent <TreeData>()); }